summaryrefslogtreecommitdiff
path: root/src/i_cdmus.c
diff options
context:
space:
mode:
authorSimon Howard2014-03-23 21:43:12 -0400
committerSimon Howard2014-03-23 21:43:12 -0400
commitda6a260461920d4cafd4c6d1d624aebf2d9b975c (patch)
treea98c65d365f46b65377566735306d5a82e391819 /src/i_cdmus.c
parent84f136b51e07b4d9815c6b033e897ebaef4f16a7 (diff)
downloadchocolate-doom-da6a260461920d4cafd4c6d1d624aebf2d9b975c.tar.gz
chocolate-doom-da6a260461920d4cafd4c6d1d624aebf2d9b975c.tar.bz2
chocolate-doom-da6a260461920d4cafd4c6d1d624aebf2d9b975c.zip
Rearrange order of SDL sound startup.
Initialize low-level sound startup (calls to I_InitSound) separately from the high-level sound startup (S_Init). In particular, make sure that SDL sound is initialized before the textscreen multiplayer waiting screen is shown. This is an attempt to fix a bug with sound in multiplayer games on Windows; calling SDL_QuitSubSystem(SDL_INIT_VIDEO) (on closedown of the textscreen library) causes subsequent attempts to initialize audio to fail. Big thanks go to Alexandre-Xavier (AXDOOMER) for working out a fix for this bug and James Haley (Quasar) for giving some technical background about the lack of separation between SDL subsystems. This (hopefully) fixes #270.
Diffstat (limited to 'src/i_cdmus.c')
0 files changed, 0 insertions, 0 deletions